#version 120
attribute vec4 vPoints;
attribute float aDeclineTime;

varying vec2 vPosition;
varying float vDeclineTime;

void main() {
    vPosition = vPoints.xy / 32768.0;
    vDeclineTime = 1.0 - aDeclineTime / 1024.0;
    gl_Position = vec4(vPosition, vDeclineTime, 1.0);
}
